/Engine/Plugins/Runtime/GameplayAbilities/Source/GameplayAbilities/Public/AbilitySystemBlueprintLibrary.h
Native break, to avoid having to deal with quantized vector types
[UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintPure, Category="Ability|GameplayCue", Meta=(NativeBreakFunc, AdvancedDisplay=6)) static void BreakGameplayCueParameters ( const struct [FGameplayCueParameters](API\Plugins\GameplayAbilities\FGameplayCueParameters) & Parameters, float & NormalizedMagnitude, float & RawMagnitude, [FGameplayEffectContextHandle](API\Plugins\GameplayAbilities\FGameplayEffectContextHandle) & EffectContext, [FGameplayTag](API\Runtime\GameplayTags\FGameplayTag) & MatchedTagName, [FGameplayTag](API\Runtime\GameplayTags\FGameplayTag) & OriginalTag, [FGameplayTagContainer](API\Runtime\GameplayTags\FGameplayTagContainer) & AggregatedSourceTags, [FGameplayTagContainer](API\Runtime\GameplayTags\FGameplayTagContainer) & AggregatedTargetTags, FVector & Location, FVector & Normal, [AActor](API\Runtime\Engine\GameFramework\AActor) *& Instigator, [AActor](API\Runtime\Engine\GameFramework\AActor) *& EffectCauser, [UObject](API\Runtime\CoreUObject\UObject\UObject) *& SourceObject, [UPhysicalMaterial](API\Runtime\PhysicsCore\PhysicalMaterials\UPhysicalMaterial) *& PhysicalMaterial, int32 & GameplayEffectLevel, int32 & AbilityLevel, [USceneComponent](API\Runtime\Engine\Components\USceneComponent) *& TargetAttachComponent, bool & bReplicateLocationWhenUsingMinimalRepProxy )